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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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oh I see! yeah, I didn't thought about that, because we can't make a sprite change map right? I see, so your idea is better because at least it will work not like mine

edit: oh, in fact why not put at every map entrance a script applymovement like this the same OW can always follow and your not obliged to put on every map a new OW.....I know there is a script where you follow another OW to an another map, we can do the same but just of one tile like this it doens't seem like you are walking unfreely......aarrghhh!!! I hate my english, I can never explain clearly what I want to say!! I bet no one understood what I mean 'I must really improve in scripting and in english to explein ly ideas.....

A discussion in my Physics class today (don't ask) prompted me to give this idea a concentrated effort. After several straight hours of hacking, I managed to create the following:

Spoiler:

It's pretty basic at the moment. For example, I haven't added support for ledges, running, or biking, I haven't tested what happens when the player changes maps, the following NPC can't be passed through, and I'm sure there are a bunch of other bugs I have yet to discover as well. However, I'm still happy with it. ^_^

A discussion in my Physics class today (don't ask) prompted me to give this idea a concentrated effort. After several straight hours of hacking, I managed to create the following:

Spoiler:

It's pretty basic at the moment. For example, I haven't added support for ledges, running, or biking, I haven't tested what happens when the player changes maps, the following NPC can't be passed through, and I'm sure there are a bunch of other bugs I have yet to discover as well. However, I'm still happy with it.

I don't know about 02037078+4.
02037078+5 sets the npc-id that is controlled by the keypad. (I wonder which numbers the npcs from connected maps have)
02037078+6 locks all movement when set to 1

More info about the NPCs is stored at 02036E38 in 16 0x24-byte long structures (Does that mean that there can't be more than 16 npcs in the overworld at the same time?!)
0x00 bits 7 and 6 are set when this npc is talking
0x01-0x0A unknown
0x0B height
0x0C-0x0F unknown
0x10 from (coords)
0x14 to (coords)
0x18 unknown
0x19 direction (in which the character actually looks)
0x1A unknown
0x1C direction (set when talked to but not always copied to 0x19)
0x1E unknown
0x20 direction (set after talk)
0x21-0x23 unknown

coordinates are saved as two halfwords (x and y)

The code for moving uses a table to convert the direction to relative coordinates.
Table: 083A64C8
Function that uses the table above: 08063A20
Function that uses the function above to move npcs: 0805C4F4

Note that the table contains 9 and not 5 directions. Yes. Game Freak planned to have diagonally moving npcs."

Thanks to Knizz quote in other thread.

I tryed this but the only troubles are that change in 02037078+5 dissapear whit warping or optios menu.

i xpect have contrbute to this theme

Maybe this some Knizz have info about the NPC's moves or moving in a map FR
showthread.php?t=205158&page=4 'in this site
showthread.php?t=205158&page=3 'in this site

Yah, about the Hacked Engine. Darthatron's level script for the follow-me thingy can be translated into a normal script, I guess. So compile the script and replace it with JPAN's behavior byte hack to overwrite the behavior bytes' scripts, and voila!

i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought

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i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought

The Mew from Faraway Island moved exactly like you do, it didn't follow you. For example, if you first go up, and then you go left, the Mew would do exactly the same, instead of going up two times like a perfectly working following script.

i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought

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